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8 months ago

I was thinking about having 2 basic attack skills as an adventurer to start with. 1 melee and 1 spell. Might be a bit unusual? But it'd be nice for magic builds to start off with something. (SFX and mana usage still need adjusting).




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Now I've got the beginnings of co-op over Steam. Looks like I'll have to mess about with predictions, and then sync all the enemy and loot stuff over. It's a shame you can't test out multiple clients on the same pc because they need different steam users.

I'm creating a cute nostalgic quest-driven RPG - where the importance lies in choosing your class progression, stats, skills, and appearance! Wishlist on Steam: https://store.steampowered.com/app/2937690/Memora_Wanderer/

New character creation screen, with added skin and hair colors. More to come!

yes... Spiritwell is still being worked on...

I was worried about how other maps would be handled in co-op, but then I realized each player could be the map-specific host if they're the first/only one there. So many bugs to fix now though!

Early design

In Don't Look Back there is a monster called "Root Monster" whose final design was very different, this design is one of the first I made, you can see the final design while playing

#IndieDev #GameDev #Curiosity #Monster #HorroGame #Monsters

The Adept class in Memora Wanderer has the ability to summon statues! The Statue of Recall allows players (and co-op players) the ability to teleport to saved locations.

I thought about improving the following mechanics by trying out navigation meshes. Let's just say it's not going to be straight forward.

​Hello I present to you my latest vintage low poly furniture! 🪑​ To create a warm and retro decor.

I wanted each element of the set to have its own visual identity while being easy to integrate into an environment.

See you soon!

Warping between maps is in, as well as map names, bgm between maps, and finally got the Adventurer class their shield!